Archetype Definitions Character Archetypes Situation Archetypes Symbolic Archetypes.
Clash Royale Deck Archetypes and Counters Guide.docx
Transcript of Clash Royale Deck Archetypes and Counters Guide.docx
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Clash Royale Deck Archetypes and Counters Guide by Siddmaster
In other card games (Yugioh is what I’m basing this off of, because I play that game, even if casually
and it’s the best example I can think of), archetypes are used to classify a certain deck type that a
person is using !here are "# or more card classification in Yugioh, and many have differentsubtypes !hen there are the types, attributes, etc $ut an archetype is not limited to how many
cards of a type a person has% If a person uses a lot of synchro monsters in their extra deck, it doesn’t
make it a synchro deck if that’s not their win condition &n archetype is cards used 'S how a
person gets win condition, not unlike *'+s like pokemon, although they don’t have archetypes, they
ust have win conditions, because most teams look the same except rare cases like rain teams In
another example, -earthstone, archetypes are chosen when you pick your character, but there are
many mixups in an archetype, but they tend to stay the same generally, like the control master
'riest !here are only . types of cards in /lash *oyale0 Troops, Spells, and Structures !roops are
divided into ranged and melee, spells are divided into damage and affect, and structures are divided
into defensive, spawners, and productive (elixir collector) !here is also the mirror, which could fitinto its own classification 1ith all that said, I believe that these are the archetypes in /lash *oyale
Basic Descriptions
Balanced 2 sing all types of cards, with an emphasis on troops, common in all levels)
Offensive 2 3avoring big troops like prince and giants and supportive spells to gain an edge,
common in low to mid levels
Offensive Mixed 2 sing damaging buildings like xbow during an assault, or putting them at the
enemy’s crown tower after one tower is destroyed, while keeping the pressure
Defensive 2 3avoring defensive and productive buildings to gain a lead, then using spells and
ranged troops to finish the towers, common in mid to high levels
Swarm 2 sing small troops like witch, skeleton, gob, spear gob, minion, drag for backup, to get to
the witch easily, maybe a cheap defense, not seen a lot but most prevalent in lower to mid levels
Support 2 sing a main tank like a '455&, prince, giant, or hog and making the whole deck revolve
around that one troop, and chipping down what’s left of the tower 67!40 &n 8bow deck is a form of
the support deck, 67! defensive
Control – sing cheap defensive buildings and troops to counter almost everything your opponent
has, then rushing down the opponent with troops like the barbarian and goblin barrel
Counters for the Dierent archetypes
Balanced decks are countered by defensive decks
Defensive decks are countered by offensive decks and support decks
Offensive decks are countered by swarms
Swarms are countered by defensive decks
Support decks are countered by swarms
Control decks are countered by support decks
Swarms are also countered by control decks
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Important Cards for Each Type of Deck
Staple Cards for All Deck archetypes: Some if speci!cally helpful to a deck
type may "e used a#ain
Baby Dragon: /an be used for countering an opponent’s push, or being used as a mini tankFireball!rrow: Staple card for countering small cards, as well as chip damage
"i#ard$ce "i#ard: & staple for continuing a push with splash damage
Mirror: 4asily get two of a key card in your deck, such as double golem or double hut
Barbarians: Staple, bulky troops, much like what their cousins were supposed to be
!rc%ersMinions: Some air targeting troops, baby dragons fear them
S&eleton Bomber: Splash damage and good tower damage make them a multipurpose troop
'rincess: ong ranged support for offense, countering small troops, or chipping on defense
(lixer Collector: +aining on the momentum, distracting troops while making a profit and using
elixer on both offense and defense
Balanced: $ost "alanced decks use the a"o%e list as a "ase for startin# o
"ein# the &startin#' archetypes
Free#e: Stops a push or counters your opponent’s counter
S&eleton Swarm: 9istracts troops that are easily distracted, like an unbacked '455&
'rinceDar& 'rince: /an easily take down an unprotected tower, or with backup rush a protected
tower
Defensi%e Decks
S&eleton )omb* +oblin ,ut* and Barbarian Barrac&s: &ll are a staple to defensive decks,
distracting troops in a push
,og* +iant* -oyal +iant* and Balloon: +etting safe, guaranteed damage to the tower, tanks for
after the tower is gone
S&eleton Swarm: 9istracting a push, yet easy to punish with arrows:splash
'rincess0 ;asssive range, camp a tower
!ll Defensive )owers: !his is pretty much self explained, being the name of the archetype
defensive
+iant S&eleton: Stopping a push while tanking for your spawned troops and making a mini push
(ensi%e Decks
+iant* Mini '(..!* 'rinceDar& 'rince* Balloon* '(..!* +olem: 1hen supported, a threat to a
tower
/ig%tning!rrows: !aking out an opponent’s counter
+oblins: 3ast, taking down a tower while a troop is tanking
0bow 1Offensive Mixed card 2: -elping destroy a tower from the background with its insane 9'S
-age: 'owers up your troops in a large radius for a push
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Support Decks
,og -ider* +iant* Mini '(..!* '(..!* Baloon* 0bow 1C%oose one2: !he main troop to be
supported
+oblin Barrel: & secondary support:chip troop
Free#e/ig%tning'oison!rrowsFireball: Spell that helps the main troop alone$nferno )ower* Cannon* 0bow10bow O3/4 if t%e main troop is not 0bow2: 'rotects your tower
while the troops are away
Small )roops li&e !rc%ers: Support the main troop in its tower
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Control decks revolve around controlling the pace of the game as well as possible, much like a
?oner:grappler in fighting games